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24 Apr
Season 9 Ending Soon
Hey, everyone. Season 9 of Competitive Play is coming to an end soon, so we wanted to lay out a few key dates and important pieces of information regarding the upcoming season roll. DATE AND TIMES Season 9 will officially end on Saturday, April 28 at 02:00 CEST (Saturday, April 28 at 00:00 UTC). Season 10 is currently scheduled to launch three days later on Tuesday, May 1 at 02:00 CEST (Tuesday, May 1 at 00:00 UTC). For time zone assistance, visit thetimezoneconverter.com. SEASON 9 REWARDS If you completed your placement matches during Season 9, you will be eligible to receive a special spray and player icon. These will be unlocked automatically when you log into your account the first time after the season ends. If you are placed within the Top 500 players on your platform (and in your region) at the end of the season, you’ll receive an extra player icon and animated spray on top of the other seasonal rewards. Aside from sprays and icons, you’ll also receive a number of Competitive Points based on the maximum skill rating you achieved during the season. Here’s the Skill Rating (SR) to Competitive Point (CP) breakdown for Season 9: SR 1-1499 (Bronze): 65 CP SR 1500-1999 (Silver): 125 CP SR 2000-2499 (Gold): 250 CP SR 2500-2999 (Platinum): 500 CP SR 3000-3499 (Diamond): 750 CP SR 3500-3999 (Master): 1200 CP SR 4000-5000 (Grandmaster): 1750 CP THANKS FOR PLAYING! Thank you for joining us for Season 9 of Competitive Play! Whether you placed in the Top 500 or just completed your placement matches, we’re glad you’re a part of our community and hope to see you in Season 10. Until then, be sure to keep your eyes on playoverwatch.com, as well as our Twitter and Facebook pages for all the latest game news!Wuluxar0
24 Apr

24 Apr
[PC] Overwatch Patch Notes – April 23, 2018
A new patch is now live on Windows PC. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. BUG FIXES General Fixed a bug that sometimes caused the client to crashVaneras0
24 Apr

20 Apr
Additional Patch Notes
Geoff Goodman from the Overwatch Team has shared some additional changes on the current PTR. You can read his original post here. There are a couple changes that are on the current PTR that we missed on the main patch notes. I’ll be including them here as well as any additional changes if we make any for this PTR cycle. Brigitte: Shield Bash Cone angle reduced from 90 to 60... Lucio Wall Ride Wall leap boost decreased from 2.5 m/s to 2.0m/s... Bug Fixes: Fixed a bug that would cause Brigitte to not be able to use abilities or her weapon while her Repair Pack was in flight.Vaneras0
20 Apr

17 Apr
[ALL] Overwatch Patch Notes – APRIL 17, 2018
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. GAMEPLAY UPDATE Retribution The evacuation drop ship will now leave incapacitated players behind to complete the mission BUG FIXES Retribution Fixed a bug that prevented Brigitte’s voice lines from playing in Japanese (JP) Fixed a bug that prevented Talon units from attacking players who boarded drop ships Fixed a bug with the placement of the hero panel when viewing a highlight recorded during the Retribution mission Fixed a bug that caused Junkrat to count as two heroes when boarding the evacuation ship if he was using RIP-Tire inside it Fixed a bug that prevented the evacuation phase from counting players who had become incapacitated inside the ship Fixed a bug that prevented the evacuation phase from counting players if they were in the corners of the dropship. Uprising Fixed a bug that allowed Sombra’s EMP to instantly eliminate DetonatorsVaneras0
17 Apr

10 Apr
[ALL] Overwatch Patch Notes – APRIL 10, 2018
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. CONTENT Patch Highlights General Updates Hero Updates Game Browser and Custom Games Updates Map Updates User Interface Updates Bug FixesVaneras7
10 Apr

29 Mar
[PC] Overwatch Patch Notes – March 29, 2018
A new patch is now live on Windows PC. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Gameplay Updates Bug FixesWuluxar2
29 Mar

27 Mar
Updated Player Experience Tools for 1.22
Scott Mercer from the Overwatch team shared additional detail on our updated player experience tools in patch 1.22. Below you’ll find his post: ------ With the release of Patch 1.22, I wanted to talk about the new and updated tools that can help players create a better and more positive gameplay experience. Before diving into those details, I first need to thank everyone who has been helping us identify toxic behavior. We have seen a steady increase in usage of the Player Report tool, and these additional reports allow us to identify and action toxic players more quickly and at a higher accuracy. Players have also been reaching out via social media with reports and videos of blatant toxicity, and we have investigated each of them and taken appropriate action. The best way for everyone to continue helping us combat toxicity is simple: just use the Player Report tool whenever you encounter bad behavior and give an accurate and detailed report. To help with the accuracy and clarity of reports, we are making a couple changes to the player report categories you can choose. The first change is renaming the “Griefing” category to “Gameplay Sabotage”. Griefing is a very broad term used in many different ways amongst the community. The intent of the category is to be used when a player disrupts the game or harasses other players through the use of normal gameplay mechanics. A clear example of this is Symmetra teleporter exits being placed at the side of cliffs so teammates immediately drop to their death. Another example is players intentionally allowing themselves to be eliminated by the enemy team. This is often referred by the community as “feeding” or “inting”. It is NOT gameplay sabotage if a player simply makes a mistake or has a poor match. Everyone does that from time to time, even the very best professionals in the world. Players can also have a rough match without a lot of mistakes, simply because the other team is making better plays and performing well. For a player to be reported for Gameplay Sabotage, they must intentionally be trying to disrupt and harass their teammates or actively trying to lose. Note that playing a non-meta Hero does not mean someone is taking part in Gameplay Sabotage. Players who are trying hard to help their team to win should not be reported, regardless of the hero they choose. The other change we’re making to the player reporting categories is removing the “Poor Teamwork” category. Many players were using this category in a very similar fashion to the “Griefing” category, because both categories could be interpreted very broadly to include diverse types of bad behavior. This made it more difficult for us to action players appropriately. The addition of the “Avoid as Teammate” option also gives players another way to improve their gameplay experience online. If you use the “Avoid as Teammate” option on a player, that action is will be effective in the next match. The matchmaker will no longer place you on a team with the avoided player for one week. Sometimes you don’t want to play with someone as a teammate because you disagree with their playstyle or hero choice. Sometimes your personalities or communication style simply clash. These can happen without either party being toxic. The use of Avoid as Teammates does NOT take the place of reporting someone for things like Abusive Chat, Inactivity, or Gameplay Sabotage. If you ever encounter a player being toxic, please take the time to report them for that behavior. It truly helps us make playing Overwatch a more positive experience. If you’d like to learn more about Avoid as Teammate, check out the most recent Developer Update.Meldheron0
27 Mar

21 Mar
Replacing Ping and RTT with Latency
Prior to patch 1.21, Overwatch maintained two estimates for your network quality: RTT and ping. Your RTT (round trip time) was measured as the time between sending a packet to the server and hearing a response, which included some application processing time on both ends. Calculating your ping, on the other hand, required us to timestamp every packet at the exact moment it was sent or received, something that became much more expensive after we patched for Meltdown & Spectre. Without these timestamps, your ping and your RTT are effectively the same value. Rather than report a less accurate and less stable ping, we opted to merge the ping and RTT stats into the single Latency figure you now see in Advanced Performance Stats. You can expect this Latency number to be 10-20ms more than the ping value we previously displayed (higher if your system isn’t hitting 60FPS consistently). The difference between your old Ping and the new Latency figure is purely due to the missing timestamps, and has no effect on your gameplay. Latency measurement will also be more responsive to changes in network quality – your ping previously was averaged over 15 seconds, which made it hard to notice brief latency spikes. The new value is sampled over the last 3 seconds, and should do a better job of capturing brief hiccups in connectivity. As a part of this patch, we also disabled displaying the Latency statistic if you’re not in a match. The numbers displayed while out of a match were the last stale values from your previous match and did not reflect your current networking environment. (We missed including this in our patch notes, sorry for any confusion!)Vaneras0
21 Mar

20 Mar
[ALL] Overwatch Patch Notes – March 20, 2018
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Patch Highlights General Updates Hero Updates User Interface Updates Bug FixesVaneras5
20 Mar

20 Mar
Brigitte Gameplay Q&A with Geoff Goodman
Tonight at 18:00 CET one of our game designers, Geoff Goodman, is taking some time to sit-down and share insight on gameplay design revolving around Overwatch’s 27th Hero, Brigitte. If you have any questions related to this subject, please feel free to jump into this thread on the US forum to ask your question: https://us.forums.blizzard.com/en/overwatch/t/brigitte-gameplay-q-a-with-geoff-goodman/37252 Also, we encourage you to Favorite/Like your favourite questions in that thread!Vaneras0
20 Mar

19 Feb 2018
Season 8 Ending Soon
Hey everyone, Season 8 of Competitive Play is coming to an end soon, so we wanted to lay out a few key dates and important pieces of information regarding the upcoming season roll. DATE AND TIMES Season 8 will officially end on Monday, February 26 at 1:00 a.m. CET. Season 9 is currently scheduled to launch three days later on Thursday, March 1 at 1:00 a.m. CET. For time zone assistance, visit thetimezoneconverter.com. SEASON 8 REWARDS If you completed your placement matches during Season 8, you will be eligible to receive a special spray and player icon. These will be unlocked automatically when you log into your account the first time after the season ends. If you are placed within the Top 500 players on your platform (and in your region) at the end of the season, you’ll receive an extra player icon and animated spray on top of the other seasonal rewards. Aside from sprays and icons, you’ll also receive a number of Competitive Points based on the maximum skill rating you achieved during the season. Here’s the Skill Rating (SR) to Competitive Point (CP) breakdown for Season 8: SR 1-1499 (Bronze): 65 CP SR 1500-1999 (Silver): 125 CP SR 2000-2499 (Gold): 250 CP SR 2500-2999 (Platinum): 500 CP SR 3000-3499 (Diamond): 750 CP SR 3500-3999 (Master): 1200 CP SR 4000-5000 (Grandmaster): 1750 CP THANKS FOR PLAYING! Thank you for joining us for Season 8 of Competitive Play! Whether you placed in the Top 500 or just completed your placement matches, we’re glad you’re a part of our community and hope to see you in Season 9. Until then, be sure to keep your eyes on playoverwatch.com, as well as our Twitter and Facebook pages for all the latest game news!Vaneras0
19 Feb 2018

13 Feb 2018
[PC] Overwatch Patch Notes – February 13, 2018
A new patch is now live on Windows PC. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Hero Updates Bug FixesMeldheron2
13 Feb 2018

08 Feb 2018
Infinite Bot Bugfix
Hi everyone! Jeff Brill from the Overwatch development team shared some information regarding a recent fix to custom games. Here's his post in [LANGUAGE]; you can find the original here: Bots in Custom Games ------ In today’s patch we fixed a bug that allowed players to create infinite bots in custom games. We recognize that people were having fun with the exploit but it caused server instability and negatively impacted other players which is why we have removed it. We really want to bring functionality like this to Overwatch and we’re doing research now into how we can support these custom game settings. We’re regularly amazed by the level of creativity put on display via your own game modes, and we want to continue supporting it.Meldheron0
08 Feb 2018

08 Feb 2018
Capture the Flag Updates
Hi everyone, The Lunar New Year 2018 festivities are in full swing which means Capture the Flag is back in action and even sports a brand-new competitive mode. We’ve taken last year’s feedback and made several updates to the game mode so it’s more fun than ever. Rule changes Flag pickup is instant Flag cannot be picked up for 5 seconds after dropped Flag return is 4 seconds Flag return does not stop when taking damage Match length is 8 minutes After scoring, the flag takes 15 seconds to respawn Restricted abilities drop the flag (specific hero skills) Our biggest change is defining a new category of restricted abilities. Abilities that drop the flag encourage more teamwork to win which should ultimately make matches more exciting. Restricted abilities: Doomfist’s Meteor Strike, Seismic Slam, Rising Uppercut, Rocket Punch Genji’s Swift Strike Pharah’s Jump Jet, Concussive Blast’s recoil (when used on yourself) Reaper’s Shadowstep, Wraith Form Soldier: 76’s Sprint Sombra’s Stealth, Translocator Tracer’s Blink, Recall Junkrat’s Concussion Mine (when used on yourself) Mei’s Cryo-freeze Widowmaker’s Grappling Hook D.Va’s Boosters, Self-Destruct D.Va will also drop the flag if her mech is destroyed Reinhardt’s Charge Winston’s Jump Pack, Primal Rage Lucio’s Amp It Up, Crossfade’s speed boost Mercy’s Valkyrie, Guardian Angel Moira’s Fade, Coalescence Zenyatta’s Transcendence Last year, Capture the Flag matches could end in a draw which we felt could make the energy of the match fall flat. To that point we’ve added Sudden Death which should make games gripping to the last second. Sudden Death added Matches no longer end in a draw When time runs out, a new round is started and flags are moved closer to the center of the map The first team to score wins In addition to the game play changes, we’ve polished the ambiance of the brawl with touches including special music that plays when you carry the flag, team-colored flag status messages, and more. We hope you enjoy these changes and have a happy Lunar New Year!Vaneras0
08 Feb 2018

31 Jan 2018
New Forum Platform and Features Incoming
Hey everyone, Over the past couple of years, we’ve seen your suggestions on how to level up the forums and ensure your time in our community stays positive. We know that currently the forums can be difficult to navigate, sometimes posts you want to see get buried, and reporting doesn’t always appear to lead to action. On that note, we’re excited to announce that we will be launching the new Overwatch forums starting with English (US) next month and our other supported regions and languages shortly afterward. With a streamlined look and new features to match, this change will provide a better experience for the Overwatch community. Brand-new notification features will help you keep on top of your posts and real-time updates ensure that you don’t miss any of the conversation. Additionally, we have replaced the previous report function with a new flagging feature to help keep the forums a place to foster more engaging conversations. These are just a couple of the changes that will be coming soon to the Overwatch forums which we can’t wait for you to use. In line with upholding our priority to minimize toxicity in Overwatch, players who are silenced or suspended in-game will not be able to post on the new forums. We will be reviewing and updating our current rules and guidelines so forum enforcement may seem stricter than before. For example, players will no longer be able to bump their posts or threads. Players who contribute to the forums in a constructive way will be granted additional features and permissions such as link previews, images, gifs, and embedded video posting. Please keep in mind that the current forums will be hosted on a different platform so older posts and threads will not be migrated over to the new forums. These will be available in a read-only state for a short period of time after the transition. As such, be sure to save your favorite conversations elsewhere if you plan to revisit old memories in the future. New posts will automatically be directed to the new forums. Stay tuned for more information in the next couple of weeks and get ready for the new forum experience!Ulvareth0
31 Jan 2018

30 Jan 2018
[ALL] Overwatch Patch Notes – January 30, 2017
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Patch Highlights General Updates Hero Updates Bug FixesUlvareth4
30 Jan 2018

26 Jan 2018
PTR Testing – Movement Changes
Hi all, We’re making a change on our PTR servers shortly (no patch required!), that reworks some of how our heroes move and accelerate. This was originally done to fix bugs on a couple heroes, but the changes are systemic and affect all Heroes. Specifically, movement on the ground is much more consistent. Going up/down inclines will no longer affect the Hero’s speed. Previously, inclines could either make you move slightly faster or slightly slower, depending on the circumstances. Inclines will also no longer cause a small amount of strafing movement when moving diagonally on them. A side effect of these changes is characters will now have slightly better air control. For example, Winston previously was not able to easily make small adjustments to his flight path during his Jump Pack leap, but now he should be able to do that, and it is also noticeable on many of the other Heroes that are often in the air. We think these changes will overall be great improvements but there might be some unintended side effects that we’d love your help finding on the PTR! Thanks!Vaneras14
26 Jan 2018

23 Jan 2018
[ALL] Overwatch Patch Notes - January 23, 2018
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Patch Highlights Bug FixesVaneras2
23 Jan 2018

10 Jan 2018
[ALL] Overwatch Patch Notes - January 9, 2018
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Patch Highlights General Updates User Interface Bug FixesVaneras4
10 Jan 2018

08 Jan 2018
PTR Hero Changes
With this latest PTR update, we’ve made the following hero changes: HERO UPDATES Junkrat Concussion Mine Will now deal less damage to targets farther away from the explosion’s center Developer Comments: Junkrat has been enjoying the flexibility his double-charge Concussion Mine provides, but it has now become a bit too easy to throw out huge bursts damage in a large area. With this change he can still dish out similar damage but he must now be more accurate with his tosses. Mercy Valkyrie No longer makes Resurrect instant No longer grants a bonus charge of Resurrect The speed boost that Guardian Angel receives has been decreased by 50% Duration reduced from 20 seconds to 15 seconds Developer Comments: Mercy’s recent Resurrect changes have helped in allowing enemies to have more counter play in dealing with her, but she was able to use Resurrect through Valkyrie enough to largely mitigate the impact of the previous changes. Additionally, we’re toning back the amount of mobility Valkyrie provides through Guardian Angel and reducing its duration to overall reduce the power of this ability. We will likely be iterating on these changes in the coming weeks.Vaneras0
08 Jan 2018

07 Jan 2018
Upcoming Competitive Play Changes for Season 8
Scott Mercer from the Overwatch team recently shared a few updates for Competitive Play that will launch in Season 8. You can read a copy of his post below: ---------------------- Limiting the Skill Rating variance for Teams With the debut of the new competitive season 8 in January we’re going to be making a few matchmaking changes to increase match quality. The first change is limiting the maximum Skill Rating (SR) difference between the highest SR player on a team and the lowest SR player on the same team. This will especially help players at both the lower and higher limits of SR, where there are typically fewer players available. If a player has an SR of 4500, there are not that many other players who have a similarly high SR. The matchmaker has previously assigned players who are of a much lower SR to the same team as 4500 SR player, and hasn’t always created the best match experience possible. We implemented the technology for this change in the 1.17.0.3 patch at the end of November, but did not aggressively tune the SR value of the limit. During the month of December we will be quietly testing the effect of more restrictive SR limits to both match quality and queue times. With the data and player feedback from testing, we’ll then come back from our holiday break on January 2 and apply a finalized set of values for Season 8. Note that the matchmaker will still allow you to group with other players according to the current SR limits at their skill tier, which is 1000 SR for Bronze through Diamond, 500 SR for Master, and 250 for Grandmaster. We recently restricted the SR grouping limit at Grandmaster with this new Season 8 change in mind. Removing Personal Performance Skill Rating Adjustments for Diamond tier players and above Ok, this explanation is going to be pretty lengthy, so everyone grab some popcorn and buckle up. When you win a competitive match of Overwatch, you gain Skill Rating, and when you lose a match you also lose Skill Rating. The amount that you gain or lose is calculated based on many different factors, and here’s a quick list of some of the most important ones: If you have a higher than 50% chance to win a match, you gain less for a win and lose more for a defeat. Conversely, if you were an underdog in a match than you gain more SR when you win and lose less SR when defeated. New players experience both higher gains and higher losses than players who have completed a lot of matches. You gain less SR for a win than you lose for a defeat as you more closely approach the system’s mathematical upper limit 5000 SR. (So at very high SRs you do need a greater than 50% win rate to keep your SR stable.) There is also another factor in determining the SR change after completing a match, and that’s a measurement of how well you personally performed during the match. If you perform well than you gain more SR when you win, and lose less SR when defeated. The reverse is also true, so if you perform very poorly you gain less SR for a win and lose additional SR when defeated. The personal performance adjustments have been controversial amongst the community for quite some time, especially since the calculations for these adjustments are not at all transparent. The adjustment does create a lot of positive system wide effects including rewarding players who make the effort to play well, punishing inactive players, and more quickly providing fairer matches for new players or those who decide to play a new hero or role. So we spent quite a lot of time examining data over multiple seasons, checking a lot of math, reading a LOT of community feedback, and then doing some deep soul searching about this. Especially at the higher levels of online competition where every point of SR matters, we want players to not be distracted and worry about how to optimize around the personal performance adjustment. They should just be trying to WIN. So after we get back from the holidays on January 2nd we’re going to turn off the personal performance SR adjustments for players in the Diamond skill tier and above. We look forward to everyone playing matches and giving us feedback about these changes in Season 8!Vaneras28
07 Jan 2018

31 Dec 2017
Doomfist Update
Please note: The PTR is not yet live, the fixes mentioned below are slated to be implemented in the next PTR version. Geoff Goodman, Principal Designer for Overwatch, posted the following information over night regarding a number of Doomfist issues: I wanted to give you guys a quick update on some Doomfist issues we’ve been working on. We’ve just updated the PTR today with many bug fixes, and even since then we’ve fixed a few more. Here is a summary of where we are right now with Doomfist issues specifically: Things that are fixed Wall slamming should be much improved. The wall slamming logic has also been simplified so players should find that a 45 degree impact angle is the cutoff between the target being slammed into the wall, or sliding off. This is the biggest change that should be noticeable instantly. Rocket Punch now breaks breakables again. Not only was the bug fixed that caused it to no longer break breakables, but the system we have in place now should break them much more consistently than before. Seismic Slam being canceled when landing too close to a wall should be fixed. Seismic Slam will now ‘slide’ a small ways up ramps instead of instantly triggering. Winston’s leap has also changed in the same way. The slide distance is manually tuned so let us know if it seems like he is sliding up ramps too much or too little. Things we’re still working on Seismic Slam has a bug when you or your target is near a corner, it will sometimes not find them as a valid target. We have identified this bug but it is going to take a little longer to get a fix in place. Ghost punches. This is an issue where you Rocket Punch and go through an enemy, instead of impact them. Some of these reports are latency related, but we did find an issue that was causing this to come up beyond just typical networking issues. Hopefully we’ll get in a fix in soon. Corner bounce. This happens if you use Rocket Punch near a corner or edge, and it causes you to ‘bounce’ off and slide quite a ways away, probably messing up your punch. This is a recent bug caused by a seemingly unrelated change. We have identified why this can happen though, and are working on a fix for it. Things we’re still investigating Rocket punch vs. Rocket Punch/Charge. We get reports that it can feel really ‘random’ what happens when 2 Doomfists using Rocket Punch hit each other, or a Reinhardt using charge hits a Doomfist that is Rocket Punching. We’re still gathering data and information on this one, and hope to be able to improve the consistency of situation. The intended result is that both players should fall over, much in the same way that two Reinhardts charging into each other knocks both of them down. Aerial Seismic Slam sometimes causing Grounded Seismic Slam. We’ve gotten reports of people being up in the air and using Seismic Slam sometimes triggering the ‘Grounded’ version instead of the ‘Aerial’ version. This one seems really rare so its pretty hard to track down, but we’re looking into it. We also have heard your feedback that you’d like to see more details about bug fixes in our patch notes, instead of just tuning changes and features. We’re going to work on this, so starting next patch there will be more detailed information on this kind of stuff. Thanks for all the feedback and keep it coming, especially if you get a chance to play on the PTR and test out these changes.Vaneras26
31 Dec 2017

22 Dec 2017
Incoming Bastion and Sombra Toast Poses
We recently created a couple of victory poses for Bastion and Sombra that weren’t originally intended for use in our Winter Wonderland 2017 event. However, they ended up being used in a number of marketing assets, which was understandably confusing for some of our players who saw the poses but were unable to collect them. So, as an extra-special treat, we’re going to grant both of these poses to all of our players, regardless of whether or not they logged into Overwatch during the Winter Wonderland event and earned or purchased Winter Loot Boxes. Once they’ve been added to the game, anyone who logs in will receive Sombra and Bastion’s “Toast” victory poses. The poses have already been added to the PTR and will be headed to the standard version of the game in January, after the Winter Wonderland event has concluded. To learn more about the Winter Wonderland event, click here. In the meantime, put on an ugly sweater, grab a mug of hot cocoa, and hunt down a Yeti with your fellow Meis (or fight back as the mythical beast himself!).Vaneras0
22 Dec 2017

18 Dec 2017
Visual Update to “Casual” Hanzo Incoming
Shortly after Overwatch’s Winter Wonderland released, we saw a lot of players sharing feedback about one of our new legendary skins, Casual Hanzo. The general consensus seems to be that you love the illustration that this skin is based off of, but aren’t super happy how it was translated to the game. We actually agree with that sentiment, and our artists have already mocked up some changes they’d like to make to this skin in an upcoming patch. You can see those changes in a before/after side-by-side here. The goal is to bring the in-game skin more in line with how Hanzo looks in our "Reflections" comic from last year. We don’t have a solid ETA on when these changes will get patched in, but we know it won’t be until sometime in January. Whenever they are patched in, however, the changes will be retroactive—which means that anyone who unlocks Casual Hanzo during this year’s event will see the updates whenever they go live. Thanks for always keeping us on our toes and helping us ensure that Overwatch is as awesome as it can be. We hope you have a happy holidays, and a very Mei-rry new year!Vaneras0
18 Dec 2017

15 Dec 2017
[ALL] Overwatch Patch Notes - December 14, 2017
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. BUG FIXES General Fixed an issue that caused the game client to crash when certain visual effects were displayed Competitive Play Fixed a bug in Competitive Play that sometimes caused incorrect time adjustments between subsequent rounds on hybrid maps Heroes [PC] Fixed a bug that prevented Mercy's Resurrection cooldown from resetting after activating Valkyrie Fixed a bug that prevented Torbjörn’s Forge Hammer from upgrading his turret when used at certain angles and distancesVaneras0
15 Dec 2017

12 Dec 2017
[ALL] Overwatch Patch Notes - December 12, 2017
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Patch Highlights Game Browser and Custom Games Hero Gallery Bug FixesVaneras4
12 Dec 2017

30 Nov 2017
[ALL] Overwatch Patch Notes – November 30, 2017
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. HERO UPDATES Moira Changed Moira’s ultimate ability name from Fusión to Coalescencia in Latin American Spanish (esMX) Added four new voice lines when Moira says her ultimate ability name in Latin American Spanish (esMX) COMPETITIVE PLAY General Made improvements to matchmaking that will decrease the range of Skill Rating between players on the same teamDeveloper Comment: This change will help players get placed with allies and against opponents of a similar skill level, which should lead to more satisfying games. BUG FIXES General Fixed an issue that caused the main menu to be unusable for certain playersHeroes Fixed a bug that allowed Moira’s Biotic Orb to pass through terrain and structures unintentionally. Vaneras0
30 Nov 2017

25 Nov 2017
Quick Update from Jeff Kaplan
Hey all, Thanks for all of the discussions here on the game. We've been reading as much as we can and appreciate all of the passion. Sorry we haven't posted as much as we usually do lately. We've been working really hard on some pretty awesome stuff for Blizzcon and we're super excited to share it all with you next week! I know some of you have concerns about some issues in the game so I wanted to just take a quick minute and tell you what our current focus is internally. We've been discussing the state of the Mercy rework a lot and listening to all of the feedback. Overall, we feel like the new direction for Mercy is much better for both Mercy and non-Mercy players. But we do feel like she's too dominant right now. In particular, we feel like the resurrect ability is changing the tone of the game to a degree which is simply too powerful. As such, we're experimenting with different toned-down versions of the ability. After all, resurrect is no longer an ultimate and is now an on-cooldown ability so it needs to be less powerful. I know that you're going to want more details but we're nearing a point with internal iteration where we feel comfortable putting something on the PTR soon. We'd rather have you play the changes than theorycraft them. Another topic that we've been focused on a lot lately is Competitive Play. We don't have immediate changes to discuss right now but we're closely studying issues and perceived problems with the system with an eye toward improvement. Along with that, we talk a lot about matchmaking within the competitive system. We have some plans that should improve some issues that players are seeing -- especially at the high end of the skill rating spectrum. We have long and short term plans for Competitive that should hopefully improve the experience over time. We're hoping that we can get more of these changes in at a faster pace rather than waiting for major milestones. Some of the matchmaking work we want to do is strictly done on our servers which means that we don't have to wait for a big patch to go out. Again, I know you want more specific details but game development is a process and we're actively discussing and iterating on ideas and systems right now. The third big focus that's being discussed is toxicity. A lot of what we do here we cannot and will not discuss publicly. The more players understand about how these systems work, the more they will be able to game them. There have been a lot of improvements in this area and the number of actioned players continues to rise. The more we restore your faith in our systems, the more we hope you use them (talking about reporting here specifically). We're also hoping to have player feedback in the game when someone you reported was actioned by the end of the year. The email pilot program has gone well so far and we keep trying to expand that until we get the in-game system up and running. Please keep using the reporting system. I swear to you, it does work and we're really focused on improving it. But we need your help. Obviously, there is a lot more going on besides the three topics I brought up. But I think those three things are some of the issues the community as a whole is most concerned about and therefore I think those should be my team's top priorities. We have a ton of cool, fun stuff coming -- some of which will be announced at Blizzcon. And we're also really proud of some of the work we just completed to make spectating esports better. World Cup should be pretty cool and will teach us a lot for when it comes to improving spectating in the future. We really appreciate all of the passion you've shown for the game. We're lucky to have players like you. All the best, ow teamVaneras62
25 Nov 2017

16 Nov 2017
[ALL] Overwatch Patch Notes – November 16, 2017
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Patch Highlights General Updates Hero Updates User Interface Bug FixesVaneras5
16 Nov 2017

26 Oct 2017
Season 6 Ending Soon
Hey everyone, Season 6 of Competitive Play is coming to an end soon, so we wanted to lay out a few key dates and important pieces of information regarding the upcoming season roll. DATE AND TIMES Season 6 will officially end on Sunday, October 29 at 02:00 CEST. Season 7 is currently scheduled to launch three days later on Wednesday, November 1 at 01:00 CET. SEASON 6 REWARDS If you completed your placement matches during Season 6, you will eligible to receive a special spray and player icon. These will be unlocked automatically when you log into your account the first time after the season ends. If you are placed within the Top 500 players on your platform (and in your region) at the end of the season, you'll receive an extra player icon and animated spray on top of the other seasonal rewards. Aside from sprays and icons, you'll also receive a number of Competitive Points based on the maximum skill rating you achieved during the season. Here's the Skill Rating (SR) to Competitive Point (CP) breakdown for Season 6: SR 1-1499 (Bronze): 65 CP SR 1500-1999 (Silver): 125 CP SR 2000-2499 (Gold): 250 CP SR 2500-2999 (Platinum): 500 CP SR 3000-3499 (Diamond): 750 CP SR 3500-3999 (Master): 1250 CP SR 4000-5000 (Grandmaster): 1750 CP THANKS FOR PLAYING! Thank you for joining us for Season 6 of Competitive Play! Whether you placed in the Top 500 or just completed your placement matches, we're glad you’re a part of our community and hope to see you in Season 7. Until then, be sure to keep your eyes on playoverwatch.com, as well as our Twitter and Facebook pages for all the latest game news!Vaneras0
26 Oct 2017

10 Oct 2017
Overwatch Halloween Terror Victory Pose Update
Good evening, everyone, and welcome to Overwatch Halloween Terror! As some of you may have already noticed (especially if you joined us for our Halloween event last year), we’ve made two major changes to this year’s selection of seasonal victory poses: The first change is that many of the tombstone-themed victory poses from our 2016 collection will no longer drop from Halloween Loot Boxes. These poses can still be unlocked in the Hero Gallery, however, at the discounted price (75 credits) for the duration of the event. The second change is that we’ve introduced a new series of pumpkin-themed victory poses to our 2017 collection. These poses will drop from Halloween Loot Boxes and be available in the Hero Gallery at their full introductory price (225 credits) for the duration of the event. For context: While the tombstone victory poses certainly capture the spookiness of Halloween, we don’t think they speak to our heroes’ personalities very well. The one notable exception here is Reaper. For him, having a tombstone-themed victory pose makes a lot of sense, as it reflects not only the design, but theme of his character as well. So starting this year, the old tombstone poses—excluding Reaper’s—will no longer drop from our Halloween Loot Boxes, but they can still be unlocked via the Hero Gallery for 75 credits each. We’ve also created brand new pumpkin victory poses for some of our heroes, which can be earned from Halloween Loot Boxes as well as unlocked via the Hero Galley for 225 credits each. (Reaper’s R.I.P Victory Pose will continue to drop from Halloween Loot Boxes and remains available in the Hero Gallery at the discounted event price.) To learn more about our Overwatch Halloween Terror event, click here. In the meantime, grab your largest candy bag, put on some spine-chilling music, and get ready to test your mettle against Dr. Junkenstein’s metal minions!Vaneras0
10 Oct 2017

28 Sep 2017
[PS4/XB1] Overwatch Patch Notes – September 27, 2017
A new patch is now live on PlayStation 4 and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. GENERAL UPDATES General The credit that Mercy’s Resurrect contributes toward her on-fire meter has been adjusted to account for the recent changes in its functionality Arcade Updates Hanamura, Horizon Lunar Colony, Temple of Anubis, or Volskaya Industries have been removed from the Deathmatch and Team Deathmatch map rotation, but can still be selected in Custom Games User Interface Updates Made several adjustments to the spectator camera to improve the viewing experience BUG FIXES General Fixed a bug that caused the audio from Junkertown’s front gate to play when previewing and opening Loot Boxes Fixed a bug that prevented the stagger and knockdown VO from canceling active voice lines Fixed a bug that allowed an incorrect voice line to play when firing D.Va's Micro Missiles Fixed an issue that caused the spectator camera to lose track of heroes and player-controlled objects (e.g. Junkrat’s Rip-Tire) Heroes Fixed a bug that prevented Genji and Mercy's ultimate voice lines from functioning properly when the Oni or Winged Victory skins were equipped Maps Fixed an issue that caused sound effects to continuously repeat when using a beam weapon (e.g. Zarya's Particle Cannon) to destroy the motorcycle in the attackers' spawn room on Junkertown Fixed an issue that activated audio cues that are typically associated with enemy hits when shooting the motorcycle on JunkertownVirnethael0
28 Sep 2017

27 Sep 2017
Rare Competitive Play SR/Penalty Bug – 26/9
We recently identified a bug that, in extremely rare cases, can cause players to lose their skill rating progress and sometimes receive a seasonal ban from Competitive Play without any prior penalties for leaving early or being kicked for inactivity. This bug is a high priority for our team, and we’re working on a fix to prevent further instances of it occurring as we speak. In the meantime, we’ll be removing the seasonal ban for all players affected by this bug as well as restoring their skill rating. To date, this bug has impacted fewer than 200 accounts, but we’ll continue to monitor for additional occurrences and provide assistance until we can implement a permanent fix. We don’t have an ETA to share right now for when the fix will go live, but we’ll update this thread as soon more information becomes available. We sincerely apologize for any inconvenience or frustration this bug has caused and are grateful for your patience and ongoing reports.Meldheron0
27 Sep 2017

26 Sep 2017
An update on Hit Registration issues
The following information was posted by Lead Engineer, Tim Ford, in response to a forum thread on the topic of Hit Registration, which features a compilation of player submitted footage that illustrate Hit Registration issues at play: Hey everyone, Thank you consolidating all these videos. Having access to hard evidence, in context, is immeasurably useful. We’d like to give you an update of where we stand with respect to hit registration issues. I’ll group these issues into three buckets: Issues where we understand the problem and are working on a fix Issues for which we have a fix on deck or a recently deployed fix Issues which are not defects, but deliberate trade-offs against “favor the shooter” Let’s look at each of these in turn. The biggest outstanding issue emerges from how we reconcile lost player input on the server. Whenever your input doesn’t make it consistently to the server because of connection inconsistency, there’s a chance that the server will not replicate your aim synchronized with when you pressed the fire button. This error is exacerbated by recoil-based weapons, since your aim will certainly have changed the frame after you fire a recoiling weapon. If the server doesn’t honor your aim direction at the moment you fired because of packet loss, you will very likely mispredict. We are actively investigating a fix for this, which we hope to deploy with the next major patch. We’ve also identified and have a potential fix for any false hit registration in kill cam, highlights PoTG or spectator views. We’re continuing to test the fix, and we hope to deploy it with the next major patch as well. We have a fix for a host of Hanzo related mispredict issues. We identified a defect in how we processed successive shots after poor network conditions affected prior shots. The Hanzo fix will go live with the next major patch. In addition, we deployed a fix where a target’s collision could be displaced from where they were drawn on screen by as much as 16 milliseconds in the 1.15 build. In our 1.14 build, we fixed a bug where your player position (and therefore your gun position) would have mispredicted shots when you were moving in close proximity to other players. This bug primarily affected our close-range hit-scan heroes like Reaper and Roadhog. Finally, there are a handful of videos in this thread that demonstrate some of the deliberate trade-offs we made against our “Favor the Shooter” philosophy. Any shot mispredicted against a dashing Genji, Mercy, Tracer or Doomfist is deliberate. A handful of other abilities exhibit this behavior as well (Winston/Pharah Leap, Sombra translocate, etc.) We have rules in place where we will not favor the shooter if your target executes one of these maneuvers. This is a trade-off that we have made to accommodate the realities of the internet. From the data we have collected, none of these issues are new; all of them have been in the game since Beta. We enjoy a very passionate community that does a fine job scrutinizing our game, and we humbly and graciously accept the challenge to reach the high bar you have set. Please continue to send us videos. If possible, please find videos where the network-connection icons aren’t hidden by overlay UI. We will be much more successful if we have a complete picture of any defect. Thanks again!Vaneras0
26 Sep 2017

22 Sep 2017
[PC] Overwatch Patch Notes – September 21, 2017
A new patch is now live on Windows PC. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. Please note that these changes will be rolled into a larger patch for PlayStation 4 and Xbox One at a later date. GENERAL UPDATES General The credit that Mercy’s Resurrect contributes toward her on-fire meter has been adjusted to account for the recent changes in its functionality Arcade Updates Hanamura, Horizon Lunar Colony, Temple of Anubis, or Volskaya Industries have been removed from the Deathmatch and Team Deathmatch map rotation, but can still be selected in Custom Games User Interface Updates Made several adjustments to the spectator camera to improve the viewing experience BUG FIXES General Fixed a bug that caused the audio from Junkertown’s front gate to play when previewing and opening Loot Boxes Fixed a bug that prevented the stagger and knockdown VO from canceling active voice lines Fixed a bug that allowed an incorrect voice line to play when firing D.Va's Micro Missiles Fixed an issue that caused the spectator camera to lose track of heroes and player-controlled objects (e.g. Junkrat’s Rip-Tire) Heroes Fixed a bug that prevented Genji and Mercy's ultimate voice lines from functioning properly when the Oni or Winged Victory skins were equipped Maps Fixed an issue that caused sound effects to continuously repeat when using a beam weapon (e.g. Zarya's Particle Cannon) to destroy the motorcycle in the attackers' spawn room on Junkertown Fixed an issue that activated audio cues that are typically associated with enemy hits when shooting the motorcycle on JunkertownVaneras0
22 Sep 2017

20 Sep 2017
[RESOLVED] Oni Genji & Winged Victory Mercy Disabled
Update 27/9: This issue has now been resolved on PlayStation 4 and Xbox One. Thank you for your patience. -------------------- Update 22/09: Mercy and Genji skins are now available again on PC. An update with a fix is in the works for PS4 & Xbox One, which will be released at a later date. -------------------- Following the release of yesterday's patch, we discovered an issue affecting two Legendary skins: Oni Genji and Winged Victory Mercy. This bug prevents the heroes’ ultimate voice lines from functioning properly when these skins are equipped. Due to the impact of this issue, we've temporarily disabled the affected skins and restored the default skin for any players who had Oni or Winged Victory equipped. We're working to remedy the situation quickly, but the fix will require a follow up patch in the coming days. For PC players, this patch will mostly likely be released this week, but we don’t currently have an ETA for the PlayStation 4 and Xbox One patches. We will provide updates as they become available. Sincere apologies for the inconvenience, and thank you so much for your patience!Ulvareth0
20 Sep 2017

19 Sep 2017
Permanent Competitive Play Bans Incoming
Over the last few months, we’ve made several changes to the game as part of our ongoing effort to build a better, more welcoming experience. These changes include increasing the severity of penalties for poor in-game behavior, adding a reporting system on PlayStation 4 and Xbox One, and piloting a program to notify players via email whenever their reports result in an action. Next week, we’re taking another step to help reduce unwelcome behavior by implementing permanent bans for Competitive Play. Starting Thursday, September 28, any player who accumulates three or more seasonal bans may be permanently banned from Competitive Play, removing their ability to participate in any future matches in that mode. Seasonal bans do not need to be consecutive to qualify for a permanent Competitive Play ban. For example, if a player earned seasonal bans in Seasons 2 and 4, and then earns another ban in Season 7, he or she will be eligible for a permanent ban from Competitive Play as soon as that third seasonal ban is issued. Additionally, neither seasonal bans nor permanent Competitive Play bans will decay or reset over time; once an account is permanently banned, it currently cannot return to good standing. SEASONAL BAN REMINDER: In Competitive Play, leaving early or being kicked for inactivity during a match will make you ineligible to join a new competitive game until the original match has been completed or cancelled. Players have the option to rejoin in-progress games; those who do not rejoin will receive a penalty. See below for details. If you leave or are kicked for inactivity within the first minute of the game, the entire match will be canceled and you will receive a penalty. The remaining players will receive neither a penalty nor a loss. If you leave or are kicked for inactivity after the one-minute mark, you will be given two minutes to reconnect or rejoin the match. If you return, the match will resume normally. If not, you will receive a penalty and the remaining players will be given the option to leave without receiving a penalty (though they will still receive a loss). Repeated occurrences of leaving early or being kicked for inactivity during a match will lead to restrictions on future competitive matches. As these violations accumulate, access to Competitive Play will be locked for an increasing amount of time. Completing matches without incurring further penalties will eventually return the account to good standing; however, repeated violations can also result in a ban from Competitive Play for the current season—including the forfeiture of any seasonal rewards. To learn more about our Code of Conduct, click here.Vaneras0
19 Sep 2017

19 Sep 2017
[ALL]Overwatch Patch Notes - September 19, 2017
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Patch Highlights General Hero Updates Bug FixesVaneras4
19 Sep 2017

08 Sep 2017
COPA Lúcioball Top 10 Rankings
The 2017 Summer Games introduced COPA Lúcioball, which amped up the volume and offered a more competitive experience for skilled Lúcioball players. It featured placement matches, skill ratings tiers, leaderboards, and unique rewards including competitive points. One thing this mode did not include was way to highlight or celebrate top ranked players after the event had concluded. So, we've put together a short list of the final Top 10 COPA Lúcioball rankings in our four PC gaming regions (the Americas, Europe, Asia, and China) as well on both console platforms (PlayStation 4 and Xbox One). Click on the links below to quickly jump to each set of rankings. Top 10 Players in the Americas Top 10 Players in Europe Top 10 Players in Asia Top 10 Players in China We're exploring ways to incorporate this kind of information into the game client for future events, but for now we hope you enjoy seeing who the best COPA Lúcioball players are around the world. Thanks for joining us for the 2017 Summer Games!Vaneras0
08 Sep 2017

06 Sep 2017
FFA DM Arcade Loot Box Reward
Hey everyone, We’ve just deployed an update on PC, PlayStation 4, and Xbox One that will allow players who earned a loot box by completing last week’s featured Deathmatch card to earn ANOTHER loot box reward for completing this week’s featured Deathmatch card. See details below. For context: As many of you know, players are awarded a loot box whenever they win their first game in a new Arcade mode. Normally, players can tell if one of these loot box rewards is available by looking for a reddish-orange icon in the lower-right corner of a card in the Arcade menu. If the icon is there, a loot box reward is up for grabs. If not, the reward has already been collected or that particular mode isn’t eligible. Last week, when Deathmatch went live, we highlighted the mode with a card in the Arcade that featured our brand-new Deathmatch map, Château Guillard. This week, the card features the entire suite of Deathmatch maps. While the map pool has changed, the cards are actually the one-in-the-same and thus were intended to share a loot box reward. As a result, players who completed last week’s Deathmatch card weren’t eligible for this week’s reward, but would still see the icon. Rather than simply removing the icon from the Deathmatch card for players that collected the loot box reward last week, we’ve now added the ability for players to earn an additional loot box this week. This fix isn’t retroactive, however, so players will need to win another game of Deathmatch in order to collect that second loot box. We sincerely apologize for the confusion (we know it’s a little weird) and thank you both for your reports and your patience.Vaneras0
06 Sep 2017

05 Sep 2017
Reinhardt Issues – Update
Following up from an earlier post, here is where we are at with reported/known/reproducible Reinhardt bugs and issues. A few of the addressed issues (Fire Strike hit box, for example) were fixed before 1.13. The rest have either been fixed or iterated on in 1.13. All of these fixes should be available on the PTR by this afternoon. Addressed Reinhardt Issues Fire Strike hit-box was too small A host of hammer swing issues affected by high network latency have been addressed We’ve also increased Reinhardt’s hammer swing speed by 10% in general in 1.13 Several animation cancelling bugs (also high network latency related) have been fixed Fire Strike and Charge animations now synch correctly regardless of network latency Charge reliably pins targets instead of knocking them back (Note: we fixed a number of issues and all of the issues we were reliably able to reproduce. Because charge is a cone-based attack and latency is involved, there might be other issues that surface. Providing us reproducible steps or video clips will help us if additional issues arise) Charge reliably pins targets when moving up steep stairs/ramps (see above note) Remaining issues: Earthshatter isn’t picking up targets under certain circumstances. We intend to fix this issue in the next patch.Lliodelur19
05 Sep 2017

01 Sep 2017
[PC] Overwatch Patch Notes – August 31, 2017
A new patch is now live on Windows PC. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. Please note that these changes will be rolled into a larger patch for PlayStation 4 and Xbox One at a later date. BUG FIXES General Fixed an issue that occasionally caused allied-player nameplates to appear redMeldheron0
01 Sep 2017

30 Aug 2017
[ALL]Overwatch Patch Notes - August 29, 2017
A new patch is now live on Windows PC, PlayStation 4, and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. JUMP TO SECTION: Patch Highlights General Hero Updates Competitive Play User Interface Bug FixesVaneras6
30 Aug 2017

24 Aug 2017
Additional Changes for Competitive Play Season 6
In our latest developer update, Jeff Kaplan shared a variety of changes coming soon to Season 6 of Competitive Play. Along with these changes, there are two more important updates planned for Season 6 that we didn’t get to talk about in the video: Players in Silver, Gold, Platinum, and Diamond can now drop into lower skill tiers We’ve made some adjustments to how skill rating is calculated after a win/loss SKILL TIER UPDATES Players in Silver, Gold, Platinum, and Diamond will now be moved into lower skill tiers if they cannot consistently maintain the minimum skill rating for that tier. After a loss, the game will check to see what a player’s current tier and skill rating are—if their skill rating has not exceeded the minimum for their current tier for the past five games, they will be demoted. (Players will never be demoted on a win.) Don’t worry: Competitive Points awarded at the end of a season will still be based on the highest tier earned that season. So, for example, if you reached Platinum during Season 6, but ended the season in Gold, you will still receive a number of Competitive Points based on your Platinum ranking. SKILL RATING UPDATES We've adjusted the calculations that determine how much skill rating players will gain after a win and lose after a loss. These changes should help address some of the anomalies players have been reporting, especially with heroes that have lower win-rates. We'll continue tuning this system and are committed to making additional adjustments so that players are encouraged to play the hero they feel gives their team the best chance to win a competitive match. As a reminder, Season 5 ends August 28 at 5PM PT and Season 6 begins August 31 at 5PM PT. Competitive Point rewards for Season 5 can be found here.Virnethael0
24 Aug 2017

16 Aug 2017
[PS4/XB1] Overwatch Patch Notes – August 14, 2017
A new patch is now live on PlayStation 4 and Xbox One. Read below to learn more about the latest changes. To share your feedback, please post in the General Discussion forum. For a list of known issues, visit our Bug Report forum. For troubleshooting assistance, visit our Technical Support forum. USER INTERFACE General Added a "Show Network Stats" option (found under Options > Video), allowing players to see real time statistics for Network Ping, Network Round Trip Time, and Network Interpolation Delay BUG FIXES Heroes Fixed an issue that could cause Reinhardt’s Charge to push characters through walls Fixed a bug that allowed Sombra to reach unintended locations on Anubis Fixed a bug that prevented the area-of-effect circle for Doomfist’s Meteor Strike from being visible to all players Arcade Fixed a bug that prevented players from grouping up in competitive LúcioballLliodelur0
16 Aug 2017